<template>
  <div class="home" ref="containerRef"></div>
</template>

<script lang="ts">
import { defineComponent, ref, onMounted } from "vue";
import * as THREE from "three";
export default defineComponent({
  setup(props) {
    const containerRef = ref();
    const draw = () => {
      let scene = new THREE.Scene();
      var geometry = new THREE.BoxGeometry(40, 100, 40);
      var material = new THREE.MeshLambertMaterial({
        color: 0x0000ff,
      });
      var mesh = new THREE.Mesh(geometry, material);
      // mesh.position.set(0,0,0)
      scene.add(mesh);

      // 设置产生投影的网格模型
      mesh.castShadow = true;

      //创建一个平面几何体作为投影面
      var planeGeometry = new THREE.PlaneGeometry(300, 200);
      var planeMaterial = new THREE.MeshLambertMaterial({
        color: 0x999999,
      });
      // 平面网格模型作为投影面
      var planeMesh = new THREE.Mesh(planeGeometry, planeMaterial);
      scene.add(planeMesh); //网格模型添加到场景中
      planeMesh.rotateX(-Math.PI / 2); //旋转网格模型
      planeMesh.position.y = -50; //设置网格模型y坐标
      // 设置接收阴影的投影面
      planeMesh.receiveShadow = true;
    
      // 方向光
      var directionalLight = new THREE.DirectionalLight(0xffffff, 1);
      // 设置光源位置
      directionalLight.position.set(-40, 100, 60);
      scene.add(directionalLight);
      // 设置用于计算阴影的光源对象
      directionalLight.castShadow = true;
      // 设置计算阴影的区域，最好刚好紧密包围在对象周围
      // 计算阴影的区域过大：模糊  过小：看不到或显示不完整
      directionalLight.shadow.camera.near = 0.5;
      directionalLight.shadow.camera.far = 300;
      directionalLight.shadow.camera.left = -50;
      directionalLight.shadow.camera.right = 50;
      directionalLight.shadow.camera.top = 200;
      directionalLight.shadow.camera.bottom = -100;
      let direLightHelper = new THREE.DirectionalLightHelper(directionalLight,10)
      scene.add(direLightHelper)
      scene.fog = new THREE.Fog(0xadd8e6,1,200)
      //环境光
      let ambient = new THREE.AmbientLight(0x444444);
      scene.add(ambient);
      // console.log(scene)
      // console.log(scene.children)
      /**
       * 相机设置
       */
      let width = window.innerWidth; //窗口宽度
      let height = window.innerHeight; //窗口高度
      let k = width / height; //窗口宽高比
      let s = 200; //三维场景显示范围控制系数，系数越大，显示的范围越大
      //创建相机对象
      let camera = new THREE.OrthographicCamera(-s * k, s * k, s, -s, 1, 1000);
      camera.position.set(200, 300, 200); //设置相机位置
      camera.lookAt(scene.position); //设置相机方向(指向的场景对象)

      /**
       * 创建渲染器对象
       */
      let renderer = new THREE.WebGLRenderer();
      renderer.shadowMap.enabled = true
      renderer.setSize(width, height - 91); //设置渲染区域尺寸
      renderer.setClearColor(0xb9d3ff, 1); //设置背景颜色
      containerRef.value.appendChild(renderer.domElement); //body元素中插入canvas对象
      //执行渲染操作   指定场景、相机作为参数
      renderer.render(scene, camera);
    };
    onMounted(() => {
      draw();
    });
    return { containerRef };
  },
});
</script>
